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Old Nov 20, 2006, 08:28 PM // 20:28   #21
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Default This build is fine

I have been trying it out the last 3 days in AB, and it works great. It all depends on how you want to play. If you want to go in and kill and get out.. this build is it. Ive killed all characters, its actually a fun build, just target someone warp in.. get poison and bleeding on them with some damage, and its a done deal... Everyone plays different, but for this build, it's fun for me...
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Old Nov 20, 2006, 10:26 PM // 22:26   #22
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for gvg this may survive but your going to take 3x longer to gank.

and yes assassins do have more a use then just npc gank.

Sorry but its not the best design.

now if this was released to help assassins get the survivor title i'd say good job.lol
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Old Nov 20, 2006, 10:45 PM // 22:45   #23
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One thing straight: this is for GvG ganking, not RA, not TA, not for gaining survivor title (o.O?)

This is a more flexible AoD. If you're going to use an assassin with just a heal, it won't last long for sure.
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Old Nov 21, 2006, 05:17 AM // 05:17   #24
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You should be proud Skuld, Guild Drama [Sigh] ran this build, i actually happen to know the person who ran it too, only difference was they used Restful Breeze and not feigned Neutrality.

That guild is rather high ranked too, think it was #31 last time I checked.
I'll go vote favored on Guild Wiki for ya =)
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Old Nov 21, 2006, 06:22 AM // 06:22   #25
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The combo is strong, despite what Saider says, its an excellent ganker in gvgs.
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Old Nov 21, 2006, 08:00 AM // 08:00   #26
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Quote:
Originally Posted by Llednar
You should be proud Skuld, Guild Drama [Sigh] ran this build, i actually happen to know the person who ran it too, only difference was they used Restful Breeze and not feigned Neutrality.

That guild is rather high ranked too, think it was #31 last time I checked.
I'll go vote favored on Guild Wiki for ya =)
PS: It is not mine
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Old Nov 21, 2006, 08:26 AM // 08:26   #27
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This would take ages to kill a good Air Runner considering the recharge on Mending Touch and Blinding Flash.

I'd rather run Your All Alone instead of Shadow Prison and Signet of Malice instead of Mending Touch for this build.
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Old Nov 21, 2006, 08:29 AM // 08:29   #28
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A YAA A/W sucks tho
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Old Nov 21, 2006, 09:24 AM // 09:24   #29
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Quote:
Originally Posted by Mokone
could have bothered to read the whole thread.

Burst of Aggression was mentioned. so no Frenzy.

Dash or Feigned Neutrality is totally enough to survive after a spike. or just the speedboost from Dash to escape from battle; personal preferance i guess.

ive tested this enough in Arenas; id much rather teleport in, SPIKE A TARGET AND KILL it and risk my own death than teleport in, deal a crap amount of damage and then do that over and over being completely useless.

GG for not killing anyone on your own - what the build is made for.

doubt youll even be able to kill a priest in RA/TA on your own. xD

EDIT: ran it in RA as explained above, tried to spike various targets on my own - failed. so no to the build imo.^

The build works. It's not hard to take teh priests out in a matter oseconds really. Just combo interupt and it over. These other never ending attack chains are funny, but honestly, they are for noobs who think they know how to play assassin. OMG KILLER COMBO! Omg, one skill on someone's bar shut me down and my combo didn't land. Oh well, get em next time with my uber build! Yeah, thats how an assassin should work...
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Old Nov 21, 2006, 09:55 AM // 09:55   #30
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Seamus, just because I use my sin differently doesn't mean I can't play the sin the way I play it. I don't play the Yanssassin in GvG. I know this build works fine for it's purpose.
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Old Nov 21, 2006, 04:11 PM // 16:11   #31
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The first offhand should be black lotus. You spend 20 energy (prison-5, burst-5, blacklotus-10) and get around 17 back to finish the combo. Unlike if you use prison,burst,spider,horns,lotus, you spend 30 before you get the 17 back.. less economical. what if you dont have 30 nrg for some reason?

The first dual should be twisting fangs. The sooner you apply deepwound, the better, because you reduce the heals that the target gets during the spike, instead of just after (if you do it at the end).

The second offhand should be black spider, to cover the wound with poison because wound > poison. The longer target has it on the more likely it is to die cuz of reduced health and healing.

I like to finish with death blossom, the most damaging unconditional dual. dont need horns imo, ur not doing falling spider anyway, and ill take more damage over conditional kd for the purpose of spiking.
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Old Nov 21, 2006, 09:15 PM // 21:15   #32
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Quote:
Originally Posted by Yanman.be
Seamus, just because I use my sin differently doesn't mean I can't play the sin the way I play it. I don't play the Yanssassin in GvG. I know this build works fine for it's purpose.
Is this a joke?

I was refuting someone else who said you can't kill anything, which is ridiculous. There are many ways to play assassin, but a lot of them are "for fun"; whether or not the joke is on you is the real question though. Sins can play at flagstand, yes. But even still it's not with the "6 of my 8 slots are an attack chain" Sins. Even wars, who could almost play this way rarely do. Remstar is the only one I know of offhand who has loads of attacks and even still they don't need to be sequencial and a lot fo teh build is built around buffing him for dps. So yeah, play your sin however you want, but if you want to win, the 6 chain combos aren't helping you at all.
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Old Nov 21, 2006, 09:59 PM // 21:59   #33
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I never said it was crap. I said it lacked the dmg other builds have thus going to take longer to complete the gank on npc's. a good survivability build, moderate dmg, interupting build it is but there are better ways to gank.
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Old Nov 22, 2006, 07:44 PM // 19:44   #34
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I was more reffering to what I quoted. Also, I don't think there are currently better ways to gank. This is basically taking over the idea of the shock sin, which was pretty much the undisputed king of gankers. People need to stop thinking that an assassin needs a kill combo and a shadow step to be good. Compare this sin more to an old school cripshot that more explosive offensively and with slightly less utility. Survivability is key. It gives you more options in the battle. Easy flag harrassing, avoid dp, give yourself more time to figure out how to beat a certain opponent and wait for his/her mistake as opposed to comboing and high taling it out hoping they can't catch you. Often times, a gank can be near impossible if they drop the right target back. When this happens, yuou still at least have the option of taking someone from the opposing guild out of the fight while they deal with you. The longer this takes, the more advantage for your guild since they are planning on playing a man short.

Also, I find it sad that just about every class can devote 4 or more slots on a skillbar to an outright kill combo. Sadly, assassins are the main class that has yet to move on from this flawed idea.
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Old Nov 23, 2006, 11:04 PM // 23:04   #35
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I find it interesting that people will scoff at this build when high ranked guilds such as The Last Pride [EvIL] ran similar builds for the the championship.

Actually if I recall in their match against War Machine they used:

Aura of Displacment
Shock
Falling Spider
Twisting Fangs
Disrupting Stab
Shadow Refuge
Dark Escape
Ressurection Signet

If you notice the builds accomplish the same thing, 7 degen, a deep wound, an interupt, healing, and a means of escape.

On the first page I also saw this thread was mentioned a few times =)

http://www.guildwarsguru.com/forum/s...php?t=10075966

Last edited by Llednar; Nov 23, 2006 at 11:09 PM // 23:09..
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Old Nov 23, 2006, 11:16 PM // 23:16   #36
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Well you can check observer, these are popular, i've seen healing breeze, restful breeze, siphon speed, disrupting stab, shadow walk, dark escape, shadow refuge and more :]
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Old Nov 24, 2006, 04:48 AM // 04:48   #37
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I'm going to bring this up as a gank build, we're currently running an A/Me on our sin. Looks solid for what it's meant for; a ganker.
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Old Nov 24, 2006, 06:42 AM // 06:42   #38
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I'm seriously thinking about Web of Disruption for combined interrupt and hex.
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Old Nov 24, 2006, 08:37 AM // 08:37   #39
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Why all the hate? Before recently, that is the update during the PvP event, Shock Sins were almsot the only viable sins around, that is before Coward sins were used much.

This is better because:
Wild Blow is rarer than Enchantment removal.
No Exhaustion
Shadow Refuge is a shitty self heal.

Shock sin is better because:
Shock is awesome, you have no KD, though you do have a snare.

Changes to consider:
I'm not so sure about Deadly Paradox, but it might actually be a good idea. Dash IS a good skill, but maybe shadow prison makes it unnessesary for chasing, and SoH for Kiting
I like Disrupting Stab more than Disrupting Dagger. True, it's nowhere as quick in response, but for Troll and solo ganking, it's pretty good. Also... I haven't tried, but I imagine disabling healing signet against knights will make it easier, since it does have 4 recharge.

What the hell is wrong with it? It can gank as fast as any other solo ganking build, what are you guys' problems?

Edit: Also, what about Signet of Malice? Is it nessesary, even? I suppose it's against counter ganks, but with a speed buff, it probably won't be that much of an issue if you're careful. Rez sigs could be useful for gankers too..?

Last edited by Silk Weaver; Nov 24, 2006 at 08:41 AM // 08:41..
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Old Nov 24, 2006, 08:55 AM // 08:55   #40
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Disrupting stab disables SPELLs for a period of time, so none of what you suggested applies. Basically you like the idea of having to be close ranged and not blinded to activate a slower intterupt with the same recharge... If you played a terrible bflash flagger stab would be better, but otherwise... no. Disrupting dagger is one of the strongest nightfall additions to the sin line, in my opinion.

Most of the other ideas are viable, except res sig on a ganker.

Using web for another hex isn't a terrible idea. Basically, I find this build can be VERY weak in an flagstand situation other than timely interrupts if your team doesn't use hexes for two reasons: quick removal kills your chain. If you are assisting a spike you are probably telegraphing it to decent monks who will know the target when they see teh purple arrow. So yeah, I was thinking another hex isn't a bad idea for the bar. The combo is tight enough that you can do a lot with the other slots.
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